X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_laser.qc;h=3f902ac948b3aa1a9a33cd38ba28d50c82bf5c78;hb=73546668d5d452ce8efb85f4c9c1ae9bf8d8d314;hp=280e42cf33f0abb11b3f788b9fe04f9ba709ee58;hpb=ca4b93ed723cab84606033100e7a75e842222780;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_laser.qc b/qcsrc/server/w_laser.qc index 280e42cf3..3f902ac94 100644 --- a/qcsrc/server/w_laser.qc +++ b/qcsrc/server/w_laser.qc @@ -1,18 +1,29 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", "Laser"); +REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser")) #else #ifdef SVQC void(float imp) W_SwitchWeapon; +void W_Laser_Reload() +{ + self.(self.reload_ammo_player) = 1; + self.reload_ammo_min = 0; + self.reload_ammo_amount = autocvar_g_balance_laser_reload_ammo; + self.reload_time = autocvar_g_balance_laser_reload_time; + self.reload_sound = "weapons/reload.wav"; + + W_Reload(); +} + void W_Laser_Touch (void) { PROJECTILE_TOUCH; self.event_damage = SUB_Null; if (self.dmg) - RadiusDamage (self, self.owner, cvar("g_balance_laser_secondary_damage"), cvar("g_balance_laser_secondary_edgedamage"), cvar("g_balance_laser_secondary_radius"), world, cvar("g_balance_laser_secondary_force"), self.projectiledeathtype, other); + RadiusDamage (self, self.owner, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_edgedamage, autocvar_g_balance_laser_secondary_radius, world, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other); else - RadiusDamage (self, self.owner, cvar("g_balance_laser_primary_damage"), cvar("g_balance_laser_primary_edgedamage"), cvar("g_balance_laser_primary_radius"), world, cvar("g_balance_laser_primary_force"), self.projectiledeathtype, other); + RadiusDamage (self, self.owner, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_radius, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other); remove (self); } @@ -22,9 +33,9 @@ void W_Laser_Think() self.movetype = MOVETYPE_FLY; self.think = SUB_Remove; if (self.dmg) - self.nextthink = time + cvar("g_balance_laser_secondary_lifetime"); + self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime; else - self.nextthink = time + cvar("g_balance_laser_primary_lifetime"); + self.nextthink = time + autocvar_g_balance_laser_primary_lifetime; CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE); } @@ -40,15 +51,15 @@ void W_Laser_Attack (float issecondary) else nodamage = FALSE; - a = cvar("g_balance_laser_primary_shotangle"); + a = autocvar_g_balance_laser_primary_shotangle; s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD); if(nodamage) - W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", 0); + W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, 0); else if(issecondary == 1) - W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_secondary_damage")); + W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_secondary_damage); else - W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_primary_damage")); + W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_primary_damage); pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn (); @@ -58,7 +69,7 @@ void W_Laser_Attack (float issecondary) if(!nodamage) { missile.bot_dodge = TRUE; - missile.bot_dodgerating = cvar("g_balance_laser_primary_damage"); + missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage; } PROJECTILE_MAKETRIGGER(missile); @@ -76,7 +87,10 @@ void W_Laser_Attack (float issecondary) missile.flags = FL_PROJECTILE; missile.think = W_Laser_Think; - missile.nextthink = time + cvar("g_balance_laser_primary_delay"); + missile.nextthink = time + autocvar_g_balance_laser_primary_delay; + + other = missile; MUTATOR_CALLHOOK(EditProjectile); + if(time >= missile.nextthink) { entity oldself; @@ -118,9 +132,9 @@ float gauntletbeam_send(entity to, float sf) void gauntletbeam_think() { float damage, myforce, myradius; - damage = cvar("g_balance_laser_secondary_damage"); - myforce = cvar("g_balance_laser_secondary_force"); - myradius = cvar("g_balance_laser_secondary_radius"); + damage = autocvar_g_balance_laser_secondary_damage; + myforce = autocvar_g_balance_laser_secondary_force; + myradius = autocvar_g_balance_laser_secondary_radius; self.owner.prevgauntletfire = time; if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK2) @@ -136,7 +150,7 @@ void gauntletbeam_think() float dt; dt = frametime; - W_SetupShot_Range(self.owner, TRUE, 0, "", damage * dt, myradius); + W_SetupShot_Range(self.owner, TRUE, 0, "", 0, damage * dt, myradius); WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner)); // apply the damage @@ -144,6 +158,8 @@ void gauntletbeam_think() { vector force; force = w_shotdir * myforce; + if(accuracy_isgooddamage(self.owner, trace_ent)) + accuracy_add(self.owner, WEP_LASER, 0, damage * dt); Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt); } @@ -178,7 +194,7 @@ void W_Laser_Attack2 () beam.movetype = MOVETYPE_NONE; beam.shot_spread = 0; beam.bot_dodge = TRUE; - beam.bot_dodgerating = cvar("g_balance_laser_primary_damage"); + beam.bot_dodgerating = autocvar_g_balance_laser_primary_damage; Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send); oldself = self; @@ -207,34 +223,58 @@ float w_laser(float req) local float r2; if (req == WR_AIM) { - if(cvar("g_balance_laser_secondary")) + if(autocvar_g_balance_laser_secondary) { - r1 = cvar("g_balance_laser_primary_damage"); - r2 = cvar("g_balance_laser_secondary_damage"); + r1 = autocvar_g_balance_laser_primary_damage; + r2 = autocvar_g_balance_laser_secondary_damage; if (random() * (r2 + r1) > r1) - self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE); + self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE); else - self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE); + self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE); } else - self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE); + self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE); } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire"))) + if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload + W_Laser_Reload(); + else if (self.BUTTON_ATCK) { - W_Laser_Attack(1); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready); + if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire)) + { + // if this weapon is reloadable, decrease its load + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) + { + if(autocvar_g_balance_laser_reload_ammo) + { + self.clip_load -= 1; + self.weapon_load[WEP_LASER] = self.clip_load; + } + } + + W_Laser_Attack(0); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready); + } } - if (self.BUTTON_ATCK2) + else if (self.BUTTON_ATCK2) { - if(cvar("g_balance_laser_secondary")) + if(autocvar_g_balance_laser_secondary) { + // if this weapon is reloadable, decrease its load + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) + { + if(autocvar_g_balance_laser_reload_ammo) + { + self.clip_load -= 1; + self.weapon_load[WEP_LASER] = self.clip_load; + } + } + if (weapon_prepareattack(0, 0)) { W_Laser_Attack2(); - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready); } } else @@ -251,13 +291,24 @@ float w_laser(float req) precache_model ("models/weapons/h_laser.iqm"); precache_sound ("weapons/lasergun_fire.wav"); precache_sound ("weapons/gauntlet_fire.wav"); + precache_sound ("weapons/reload.wav"); } else if (req == WR_SETUP) + { weapon_setup(WEP_LASER); + } else if (req == WR_CHECKAMMO1) + { return TRUE; + } else if (req == WR_CHECKAMMO2) + { return TRUE; + } + else if (req == WR_RELOAD) + { + W_Laser_Reload(); + } return TRUE; }; #endif @@ -277,13 +328,13 @@ float w_laser(float req) precache_sound("weapons/laserimpact.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "%s lasered themself to hell"; + w_deathtypestring = _("%s lasered themself to hell"); else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) - w_deathtypestring = "%s was cut in half by %s's gauntlet"; // unchecked: SPLASH + w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH else - w_deathtypestring = "%s was lasered to death by %s"; // unchecked: SPLASH + w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH } return TRUE; }